com.unity.netcode.gameobjects
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Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.
test: Multiprocess tests can now be configured via a web service and run on Windows and Mac clients.
Since many platforms either don't take command line arguments or don't handle them in quite the same way the remote clients launched by the test need to be configured consistently,...
**Bandwidth Consumption Fix:** NetworkTransform's NetworkTransformState.Bitset was having bits set but never having bits "un-set" when there was no delta from the previous relative value or the delta had not crossed...
I'm using Netcode and ARFoundation for my project. Sometimes of a random way, using a Android device as host or client, the FPS falls until 1 or less. I couldn't...
This simply makes sure that m_LastSentState is initialized when the NetworkTransform is spawned. Not initializing it caused [an issue](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/issues/694) with the ClientNetworkTransform where spawning it with client ownership would have...
I'm making a lot of use of NetworkLists in my network objects and I wanted to check if this is intended behaviour. I have a network object which contains a...
I have a scene with thousands of NetworkObjects, but only a few of them needs to be active at a time. If they are not spawned, everything would work smoothly,...
**Describe the bug:** Every now and then, I get this issue when trying to enter play mode: > NetworkPrefab (Example1) has a duplicate GlobalObjectIdHash source entry value of: 951099334! Removing...
### Description If NetworkTransform only modifies some attributes (for example, only the x of Pos is modified this time), m_Bitset is not reset after the message is sent, resulting in...
Description If NetworkTransform only modifies some attributes (for example, only the x of Pos is modified this time), m_Bitset is not reset after the message is sent, resulting in the...
### Description When shutting down the NetworkManager, in OnNetworkDespawn NetworkManager.NetworkTickSystem is null which prevents from being able to unsubcribe from the network tick. ### Reproduce Steps 1. Add the following...